About this mod
Overall (hopefully) better balance but a harder game overall. Weapon damage, spells, creature damage all increased greatly, but NPC/creature health and abilities have also been increased.
- Requirements
- Permissions and credits
So what does this mod do?
1) Weapon and Spell damage have been greatly increased. Weapons received 4X-7X damage increases (2 handers needed more of a buff than 1 handers) Spells are 2X-3X as damaging. The intent is for combat to be deadlier for you and NPCs. Damage resistance in this mod is capped at 75%, but even at 75%, 100 damage becomes 25%. With a massive damage increase, you must now really focus on dodging or blocking blows.
2) Spells in most cases are 2X-3X. There are spells that hit super hard, so I feel that is enough. For some weak spells, I raised the number more. Enchants are 2X in most cases, with some adjustments.
3) I did a huge number of edits to enemies. First, I did the quick and dirty script to double their damage and increase their health by 50% (keep in mind, Oblivion Remastered (OR) nerfed a lot of them HARD, so this helped fix that. However, I also lowered the amount of health they get per level, to reduce health bloat at higher levels. I then went through, and hand edited a lot of them. Adjusted health, damage, and abilities. A quick example is Mud crabs were given 25% "normal Weapon resist" They have a hard shell after all.. don't worry you should still beat them with ease, just not AS easily. Another example are Minotaur's are 800 lbs and are exceedingly weak, I buffed them a lot. Trolls are another example. They are the size of a gorilla, and they have like 40 or 50 hp in the base game, and hit like a wet noodle. It makes ZERO sense. I made them about 3X tougher. Ogres are very tough. Goblins are actually about as big as a human, and yet they have 30 health (I'm talking after the tutorial) Thats ridiculous. I buffed them, and endless other enemies. It should be harder to just steamroll an Oblivion Gate now.
4) We all know about the horrible level scaling in Oblivion, but it goes both ways. Many enemies are locked at -2, -3, -4 levels under the player. I removed that for a lot of them. There is some level scaling, but rather than 1-50, I made it a lot more reasonable, like an Ogre is 16-24 as an example. Goblins maybe 4-12, etc. I also gave buffs to a lot of common enemies. Bandits are now level 5 minimum. That means yes, the bandits right outside the sewer might be hard for you. Go level up on critters or alchemy etc. Or beat them at 1 with some skill. This was needed, because bandits have stats and skills just like the player. If they are level 1, and always 1-4 levels under the player, they can never pose a threat. I also changed some GameSetting settings. For example, NPCs were super nerfed, and only get .5X the health a player gets for the same stats. I moved that up to a .8 multiplier, so expect Bandits/Conjurers etc to have more reasonable health now, compared to you. I tried to improve NPC classes. I also gave "boss" humans (like Bandit leader, Marauder Warlord etc) to have Blade/Blunt/Bow/Strength etc buffs. A Marauder might take your head off now. Personally, I do not like damage sponges, but I also do not like 1 hitting enemies and being 1 hit. I tried to strike a balance.
Overall, I think this mod should give you a much harder, more rewarding experience on normal difficulty. I balanced this around people knowing how to play this game. So for example, a Daedroth's damage has been increased from 40 to 175 and his fire breath from 20 to 180. This might sound insane, but remember to someone with high resists and health, those numbers become small. If you find it still too easy, then use it along with an improved difficulty slider mod.
NOTE: You can use this mod with an existing save and get MOST of the changes, however my change to enemy levels requires a new game. I don't know why, but from my testing, it does.
So, who is this mod for?
People like me who think the game has massive potential but it's just too easy and casual friendly. People who want to actually die once in a while and rethink the approach. People who don't want to walk in and own the Arena at level 1. People who think its dumb that they have 250 health and the NPCs attacking them have 80 health.
Isn't raising damage, but also raising health of enemy's counterproductive?
No. I raised enemy health at its base level, but lowered health enemies get per level. This should reduce health bloat. For example, as I stated, a troll or goblin was far too low on health in the original game. Why should you have 200 hp and a giant troll have 50? The first bandit you see outside the sewers will have around 80-90 hp, (this is very fair, that is at least what a low level warrior should have) vs like 30 in the original game. However, that same bandit is now capped at level 20 (I might lower this based on testing/feedback), vs no cap before. In addition, they gain 1/2 as much health per level as they did in Vanilla.
The whole point is the player is no longer an unstoppable God, the enemies have been brought up closer to player health and damage. Your damage has increased, but so have theirs. A Marauder with a 2 hander can hit for 300 with a power attack, just like you can.
What is Incompatible/Compatible?
1) This mod has unleveled weapon and armor rewards, for unleveled gold and jewelry, use another mod, but make sure to load this mod after it.
2) Anything else that edit weapons directly will likely not be compatible.
3) Anything that edits creature lists directly. Anything that tries to tone down level scaling CAN be used with this mod, but I would load this mod last. Those mods are broader and hit more enemies, this mod does a more focused job on the enemies it hits, if that makes sense.
4) Ascension mostly compatible, load this mod AFTER Ascension. I really like most of what Ascension does but for some reason they chose 16 weapons to make minor edits to, which conflicts with this mod. So load this after it.
5) I edited: Weapons, Spells, Creatures, NPCs, Game Settings, Enchants, Ammunition, a few things in Magic Effects, and a few NPC Classes. Anything that does not touch those (for example, items/creatures placed in the world) will be 100% compatible. For a mod that adds a weapon, You need to edit it to make it fit.
6) Oscuro's mod will conflict in a lot of areas with this mod, but you can use it if you load this mod after. If you load this mod after, you will get Oscuro's potions (I didn't touch any) and leveled lists. You will get this mods weapons and creatures/NPCs.
Mods to pair with this/Load Order?
Mods I use are: 1) Balanced NPC level Cap, 2) Balanced Unleveled Rewards, 3) Difficulty Slider (It's there if you want it, but I designed this mod to be played on Adept) 4) More Enemies and 5) Ascension NOTE: Ascension does a lot of things that make sense, like removes glass, ebony, and Daedric from NPCs However, it also makes the game a lot easier by adding in a lot of low level NPCS I run an edited version. 6) Level-Up Pacing Overhaul (I'd take the recommended version that stops at 31, or the 29 version. If you get past the low 30s you will just trivialize the game) 7) Load Oblivion Remaster Rebalance (CruorORMod.esp) Last.
What is missing?
- I would like to make more edits to weapons, for example swords longest reach and fast but weakest, Axe middle ground, Hammers more damage slow (maybe ignore some armor) etc but that is A LOT of work, I can only do so much in a few days. More variety in enemy difficulty/skills etc but again... its a ton of work. This was already tons of effort to make the game playable for me, and I am sharing it with you, hope you enjoy it.
- I would like to edit health per level. I can't figure out how. fStatsHealthLevelMult supposedly controls it in Oblivion but it doesn't seem to exist in the remaster. So we are stuck with the Vanilla health formula, which is out of control as you level. EDIT: I figured it out! hiopefully will post soon after testing. Its a .lua file and requres UE4SS.
- More edits to enemies to make them more interesting. I edited a bunch but there are just so many, its a ton of editing, then testing. I barely get to actually play.
Altar.ini:
Here is what I have in my Altar.ini file. It can be located at: C:\Users\YourName\Documents\My Games\Oblivion Remastered\Saved\Config\Windows
[/Script/UE5AltarPairing.VOblivionInitialSettings]
BaseWeaponDamageMultiplier=1.0 (default 0.5)
SkillDamageMultiplier=0.0065 (default 0.015)
DefaultMoveSprintBaseMult=3.000000
DefaultMoveSprintAthleticsMult=0.350000
DefaultMoveRunAthleticsMult=0.600000
BladePerkExpertLightAttackDamageHealthChance=100.000000
NoviceBlockPerkFatigueDamageMod=1.500000
JourneymanBlockPerkFatigueDamageMod=1.000000
ExpertBlockPerkFatigueDamageMod=0.700000
MasterBlockPerkFatigueDamageMod=0.350000
MinimumShieldBlockValue=0.700000
MinimumWeaponBlockValue=0.500000
BluntPerkJourneymanPowerAttackSelfShieldMagnitude=20.000000
BluntPerkJourneymanPowerAttackSelfShieldDuration=10.000000
BluntPerkMasterSelfShieldMagnitude=30.000000
BluntPerkMasterPowerAttackSelfShieldDuration=15.000000
BluntPerkExpertLightAttackSilenceChance=100.000000
HealthRegenOutsideCombatMult=3.000000
Version 1.4
I made a lot of additions and changes.
Weapons and spells have been further increased in damage. I buffed the starter shield spell to 10 resistance to help a low level player cope. You can be 1 shot by a 2 hander now if you don't have physical resistances or high health. Enemies use a lot of spells players use, and spells below Master were simply not dangerous enough.
Many more enemies were buffed and adjusted. A lot of enemies that should pose a threat (for example, the ones that give you a threatening speech then attack in a quest line) have been buffed. They were just regular stat enemies in Oblivion, but they have skill/stat/item upgraders to be more of a threat.
If you liked my Fallout 4 mod: Difficulty and Realism Overhaul at Fallout 4 Nexus - Mods and community Then this is being made with the same ideas.
I am improving the mod as I play. I am sure you will find enemies I missed (I got a huge amount, but I also have not gotten to a lot yet, its a gigantic list) If you have reasonable feedback, please give it to me. Please check your load order before saying "This is broken" It has been working perfectly for me, and I have found a way to win all my fights, even if I die a lot trying. As with all difficulty mods (like Requiem) It's going to be hard at first and then get easier as you get strong.
Recommended Mods With Oblivion Remaster Rebalance:
Balanced NPC Level Cap, Balanced Unleveled Rewards, Difficulty Slider Fixed (I made the mod to be played on normal, but if you are struggling in the start, slide it down. If you are a badass, slide it up. Its less insane than the standard slider) More Enemies Ascension (light or standard, your choice) Oblivion Remastered Rebalance (CruorORMod.esp)
Add whatever else you like. I am not psychic and I do not have innate knowledge of all mods on the Nexus. Once again, you need to see if the mod will be compatible or not. I heavily edited: NPCs, Creatures, Weapons, Spells, Enchants, and a few Game Settings that Unreal doesn't over-ride.
The game gets boring as I level too much, because I get too much health:
Step 1) Download this mod: Lower Player Health at Oblivion Remastered Nexus - Mods and community
Step 2) Instead of downloading the UE4SS he has linked, download this one: UE4SS for OblivionRemastered at Oblivion Remastered Nexus - Mods and community
(Thanks to konigrack for showing me)
Follow the instructions VERY CAREFULLY. They are in the "documentation" tab You do not extract in the root folder, he just tells you how to get to the right area.
Step 3) Edit the main.lua found in Step 1 with Notepad or Notepad++. You can change those numbers to whatever you like. Personally, I change them BACK to default (6666 and 3333) but I add a line to lower health per level. I add the line:
SettingInstance.PCHealthNewFormulaLevelEnduranceMult = 0.05 under --lower the value What this does is lower your health per level to End x 0.05, rather than 0.1. In other words, at 100 end, you will get 5 per level, instead of 10. This is retroactive (meaning it will take you back to whatever health you should be if it was always at 0.05) and iif you don't like it, you can just remove the mod and your health will bounce right back to default. To give you an example, I had about 400 Hp at level 18 without the mod, and about 280 with it.
Patches For Oblivion Remaster Rebalance: I'll post patch links here as people make them.
1) PATCHES- Unique Elemental Spells and Oblivion Remaster Rebalance at Oblivion Remastered Nexus - Mods and community